Perhaps there are ways around having these implemented, such as using a spherical mesh with per poly collision but I was under the impression such things were optimized in code proceedurally. Such as for sub-division of collision using a segments variable or even adjusting segments based on conditions.
For a real world example:
Code:
/** * Copyright 2011 Daniel Batten (aka 00zX or MonsOlympus), All Rights Reserved. */ class mSpell_Mode_IStream extends mSpell_Mode_InstantHit; var SplineComponent Spline; function SpawnCollision(Weapon W) { local InterpCurvePointVector iVec; local SphereComponent Sphere; local vector Loc; local int i; Sphere = new() class'SphereComponent'; foreach Spline.SplineInfo.Points(iVec, i) { Loc = iVec.LeaveTangent - iVec.ArriveTangent; Sphere.SetRadius((Vsize2d(Loc)*i)*0.25); Sphere.SetSegments(i*4); W.AttachComponent(Sphere); } }